Don't update gamePly after each move

We just need startup value to calculate available
thinking time. So remove from state.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2011-07-20 10:45:40 +02:00
parent 527a2ec541
commit 03ad183384
4 changed files with 16 additions and 18 deletions

View File

@@ -48,10 +48,10 @@ class Position;
struct StateInfo {
Key pawnKey, materialKey;
int castleRights, rule50, gamePly, pliesFromNull;
Square epSquare;
Score value;
Value npMaterial[2];
int castleRights, rule50, pliesFromNull;
Score value;
Square epSquare;
Key key;
Bitboard checkersBB;
@@ -188,8 +188,8 @@ public:
bool is_mate() const;
template<bool SkipRepetition> bool is_draw() const;
// Number of plies from starting position
int game_ply() const;
// Plies from start position to the beginning of search
int startpos_ply_counter() const;
// Other properties of the position
bool opposite_colored_bishops() const;
@@ -255,6 +255,7 @@ private:
Square castleRookSquare[16]; // [castleRight]
StateInfo startState;
int64_t nodes;
int startPosPly;
Color sideToMove;
int threadID;
StateInfo* st;
@@ -421,8 +422,8 @@ inline bool Position::move_is_passed_pawn_push(Move m) const {
&& pawn_is_passed(c, move_to(m));
}
inline int Position::game_ply() const {
return st->gamePly;
inline int Position::startpos_ply_counter() const {
return startPosPly;
}
inline bool Position::opposite_colored_bishops() const {